Post by Forum Administrator on Mar 20, 2016 1:27:25 GMT -8
List of All Post March 2016 Major Patch Changes™ Soccer Spirits
This thread will be segregated into 4 sections:
Not all changes will have guides appended to them. Some of the changes will be discussed in this thread directly.
The full list of important changes post-patch is at the bottom of this thread.
Developers' Behaviour
The release of this major patch was accompanied by bugs, errors that resulted in multiple, subsequent emergency maintenance.
It is common for bugs to occur after major patches but there are 2 aspects that were unacceptable:
From this pre-club match event dates, we can observe that club match was slated to be released after 27th March.
But it seems that the club match patch was released prematurely, hastily and badly prepared.
Major-Patch Parody Video
One thing is said right in the video. "Nerf everything but not enough for players to recall"
Many players were nerfed with this patch, be it mechanics nerf, or skill nerf.
Counterattack Resistance passives of multiple players were nerfed.
Some players were rendered useless after the patch like Milky Way due to the "mechanics nerf".
However, no recall has been given to them because they don't meet the requirements for recall.
Negative Post Major-Patch Changes:
#Removal of Borders/Frame for Level 60 Characters:
This is one of the most redundant and negative change that the developers did.
Most players (99.9%) are unhappy with this change.
Regardless of all the visual improvements that was done to the game, it did not compensate for the removal of the level 60 card borders.
Overall, the visual aspects of the game has dropped, due to this removal.
#Event Skin becomes 'Not-for-Sale' after event period
There is no reason to do this.
There is no need to deprive P2P players the option to purchase the skin.
Some people could be on holidays or on working trips during the event period.
These people should be allowed to pay to obtain the event skin.
Active Block Changes
Recall System Change
Link to Updated Recall System Guide: soccerspirits.freeforums.net/thread/151/guide-recall-system
The three most impactful changes to the recall system are:
Lodgings/Inventory User Interface (UI) Change
It is not hard to understand how to use the new inventory UI (User interface).
But compared to the old UI, this new UI is far worse, because you need more users 'actions' to complete the same task.
Before the Update:
Switching Menus - Formations > Training > Special Training > Selling, you stay at the same UI
Formations - You are right at the menu where you can access everything
Training - You can select the player that you want via clicking the element and selecting the respective special cards for training easily
After the Update:
Switching Menus - You return to the top UI where you have to re-click to enter the respective lower UI again.
Formations - You have to click the player menu, to access the players. One extra user action required.
Training - You have to click the player menu, select the player, return to the top UI, click the special card menu, and select the element to find the special cards you want to use for special training. 4 extra user actions required.
The seriousness of this bad UI change is easily overlooked by the developers.
But for players who farm penguins and feed them to train 2*-4* players for special training purposes, you would understand the inconveniences.
Next Match Function (CoD)
The intention of this function is good. But the implementation is terrible.
Basically, its just a copy and paste of the same program code used for the "next match" function from before.
No efforts were made to improve the UI for CoD purposes.
What can be improved is:
Positive Post Major-Patch Changes
#Automatic Spirit Stone Power-Up System:
#Fixed Match Entrance Cost with ST Cost Reduction Effect Applied
Club Match & Club System Change:
Link to Updated Club System Guide: soccerspirits.freeforums.net/thread/32/guide-club-system
Link to New Club Match Strategy Guide: soccerspirits.freeforums.net/thread/312/simple-guide-match-strategies-mechanics
New Draw System:
Link to Discussion for New Draw System: soccerspirits.freeforums.net/thread/279/comparing-renewed-draw-system-current
The new draw system is self explanatory and does not need a guide.
The positive parts are:
Neutral Post Major-Patch Changes
#Season 2 Legends EE
Link to Updated Guide on Legendaries Rankings: soccerspirits.freeforums.net/thread/52/guide-ranking-legendaries-build-schedule
Modified Forward Pass System:
Now, forward pass no longer provide a team buff.
Instead, it provides a buff to the individual player receiving the pass.
For example, Niarose no longer provide critical damage to team when doing a forward pass.
This results in a nerf to PvE damage, for players using Niarose.
Action Bar Recovery CAP
Link to New Action Bar Recovery CAP Guide: soccerspirits.freeforums.net/thread/314/guide-action-recovery-players-affected
Action Speed CAP & New Player Roles
Link to Guide: soccerspirits.freeforums.net/thread/314/guide-action-recovery-players-affected
Penetration Power Nerf
Link to Guide: soccerspirits.freeforums.net/thread/81/guide-power-works
Reflex & Counterattack Resistance Mechanics Change
Link to Guide: soccerspirits.freeforums.net/thread/316/guide-counterattack-resistance-reflex-work
CO-OP Defense
Link to Guide: soccerspirits.freeforums.net/thread/318/guide-dealing-op-defense
HP Debuff/Reduction
By ZeroKuno: https://www.reddit.com/r/soccerspirits/comments/4b0pv9/psa_mariels_erosion_now_does_max_hp_based_off_of/
This is the list of all the important changes post-patch:
Feel free to let me know if anything important is missed out +)
This thread will be segregated into 4 sections:
- Developers' Behaviour
- Negative List of Post Major Patch Changes
- Positive List of Post Major Patch Changes
- Neutral List of Post Major Patch Changes
Not all changes will have guides appended to them. Some of the changes will be discussed in this thread directly.
The full list of important changes post-patch is at the bottom of this thread.
Developers' Behaviour
The release of this major patch was accompanied by bugs, errors that resulted in multiple, subsequent emergency maintenance.
It is common for bugs to occur after major patches but there are 2 aspects that were unacceptable:
- Quantity of Bugs that occurred after the patch
The number of bugs were absurd and unresolved even after few maintenance post patch.
Currently, many bugs still remain unresolved. - Quality of the Bugs that occurred after the patch
Some of the bugs are very obvious and could easily be tested.
This lead people to wonder if the patch was actually beta-tested at all before its release?
From this pre-club match event dates, we can observe that club match was slated to be released after 27th March.
But it seems that the club match patch was released prematurely, hastily and badly prepared.
Major-Patch Parody Video
One thing is said right in the video. "Nerf everything but not enough for players to recall"
Many players were nerfed with this patch, be it mechanics nerf, or skill nerf.
Counterattack Resistance passives of multiple players were nerfed.
Some players were rendered useless after the patch like Milky Way due to the "mechanics nerf".
However, no recall has been given to them because they don't meet the requirements for recall.
Negative Post Major-Patch Changes:
#Removal of Borders/Frame for Level 60 Characters:
This is one of the most redundant and negative change that the developers did.
Most players (99.9%) are unhappy with this change.
Regardless of all the visual improvements that was done to the game, it did not compensate for the removal of the level 60 card borders.
Overall, the visual aspects of the game has dropped, due to this removal.
#Event Skin becomes 'Not-for-Sale' after event period
There is no reason to do this.
There is no need to deprive P2P players the option to purchase the skin.
Some people could be on holidays or on working trips during the event period.
These people should be allowed to pay to obtain the event skin.
Active Block Changes
- Before the patch, active block option appears right after enemy striker carries out an active shot
Now you have to tap the button on the top left hand corner before enemy striker does his shot, to activate block.
This is less intuitive as compared to the blinking active block animation as before.
- Before the patch, active blocks only works against active shots.
Now active blocks work against normal shots
This actually takes out a strategic aspect of the game where the player can choose not to use his striker active against a goalkeeper with active block, to maximize his damage. - In addition, goalkeeper now use their active block regardless of skill points on the skill if they are going to be OHKO-ed.
Before the patch, putting skill points onto GK passives or active block was a strategic trade off decision that everyone has to make.
The chances for a GK to use his block active used to depend on the skill points invested in the active. (20%/40%/60%/80%/100%).
Now, it no longer matters. - Currently, this feature is bugged in the way that when the goalkeeper gets a turn before enemy striker shoots, active block will be activated for no reason. This bug is announced in the patch notes and will be fixed in time to come.
- Current Goalkeeper active block AI:
- Active block when striker does active shot
- Active block when striker receives active pass
- Active block when a non striker shoots (normal shot)
- May or may not active block on a striker shot when he receives a normal pass
- Active block when striker does active shot
Recall System Change
Link to Updated Recall System Guide: soccerspirits.freeforums.net/thread/151/guide-recall-system
The three most impactful changes to the recall system are:
- Before the update, we obtain sho-sho from recall that we can use on any players except legends, regardless of the season.
After the update, we can only recall season 2 player for season 1~2 and season 1 player for season 1 player. - Before the update, we can only recall one copy of the recall character (regardless of superbs).
After the update, all copies of the recalled character, in your possession, will be recalled.
This means you cannot keep any existing copies of the recalled character, if you choose to recall. - With the new update, you will be compensated with a character of the same 'role' as your recalled character
For example, if you recalled an attacker, you will receive an attacker of your choice for compensation.
This is very restrictive as compared to the previous recall system.
Hence, we rate this change as a negative post patch change.
Lodgings/Inventory User Interface (UI) Change
It is not hard to understand how to use the new inventory UI (User interface).
But compared to the old UI, this new UI is far worse, because you need more users 'actions' to complete the same task.
Before the Update:
Switching Menus - Formations > Training > Special Training > Selling, you stay at the same UI
Formations - You are right at the menu where you can access everything
Training - You can select the player that you want via clicking the element and selecting the respective special cards for training easily
After the Update:
Switching Menus - You return to the top UI where you have to re-click to enter the respective lower UI again.
Formations - You have to click the player menu, to access the players. One extra user action required.
Training - You have to click the player menu, select the player, return to the top UI, click the special card menu, and select the element to find the special cards you want to use for special training. 4 extra user actions required.
The seriousness of this bad UI change is easily overlooked by the developers.
But for players who farm penguins and feed them to train 2*-4* players for special training purposes, you would understand the inconveniences.
Next Match Function (CoD)
The intention of this function is good. But the implementation is terrible.
Basically, its just a copy and paste of the same program code used for the "next match" function from before.
No efforts were made to improve the UI for CoD purposes.
What can be improved is:
- From the match results screen, if the next match is calculated to be a CoD champion, the player should be allowed to change his formation, instead of going into the next match with the previous team formation.
- And because unlike space-time continuum or story mode where repeating the mission result in the same enemy team, CoD enemy formation vary for every level. Hence it might be advisable to allow for team formation change, everytime the next match function is used.
Positive Post Major-Patch Changes
#Automatic Spirit Stone Power-Up System:
- This is probably the very few positive changes that came out of this patch
- Brings convenient for everyone instead of spending the whole time tapping the screen for stone powerup
#Fixed Match Entrance Cost with ST Cost Reduction Effect Applied
- Previously, when the match cost is 10 ST and the discounted match cost is 8, the match entrance cost is still 10.
This means that you need 10 ST to start the match despite the discounted match cost is 8. - Now this has been fixed and is a positive change.
You can now enter the match with the discounted match ST.
Club Match & Club System Change:
Link to Updated Club System Guide: soccerspirits.freeforums.net/thread/32/guide-club-system
Link to New Club Match Strategy Guide: soccerspirits.freeforums.net/thread/312/simple-guide-match-strategies-mechanics
- This is new content. Any new content is positive and welcome.
- Club max level is increased and more skill points can be obtained.
Club max members limit is also increased. More people more fun. - Leadership will be passed down if leader does not login for >7 days.
This is also a welcome change. - However, the rewards from club match is yet to be desired.
Currently, the rewards come from internal club competition.
This is not welcome by most players. - The amount of rewards for being top 5 within your club for club match?
Pathetic. Just few hundred club points.
It's not even enough to buy a SUIT powerup LOL - Rewards for being the top 3 clubs in club match?
Just a mark beside your IGN after the season ends.
No real tangible rewards such as crystals, dimension stones etc. - Despite it being a new content, the rewards are pathetic and more can be done to improve it.
New Draw System:
Link to Discussion for New Draw System: soccerspirits.freeforums.net/thread/279/comparing-renewed-draw-system-current
The new draw system is self explanatory and does not need a guide.
The positive parts are:
- Elemental Draws are brought back
- x3 drop rate are only on weekends now.
This allow us to draw for other characters more easily, comparatively to being able to only draw the x3 characters - Drawing 5* no longer resets the mileage bar
Neutral Post Major-Patch Changes
#Season 2 Legends EE
Link to Updated Guide on Legendaries Rankings: soccerspirits.freeforums.net/thread/52/guide-ranking-legendaries-build-schedule
- Season 2 Legends EE were welcome.
- However, some legends received a nerf to their skills despite release of EE.
For example, Choi passive action speed buff was reduced from 75% to 50%.
No recall was given for Choi because legends are not subjected to recall system.
Even normal 5* players get recalled when they are nerfed but legends, being 6*, do not get the option to be recalled.
What a irony. - Similarly, Vonchi also received huge changes to his skills. Buff or nerf, is controversial.
However, Vonchi active now requires 0.5 bar spirit instead of 0 spirit. This is definitely a nerf.
Modified Forward Pass System:
Now, forward pass no longer provide a team buff.
Instead, it provides a buff to the individual player receiving the pass.
For example, Niarose no longer provide critical damage to team when doing a forward pass.
This results in a nerf to PvE damage, for players using Niarose.
- After you activated the forward pass, you can now select the player to pass it to.
In the past, the player receiving the forward pass will be the player with the most AB.
When everyone's AB is full, the rightmost player will receive the past.
But now, you can select the player to receive the forward pass.
So this is a positive change. - One improvement that can be made is, after you activated the forward pass, it cannot be cancelled.
Until you complete the forward pass. An option should be provided to cancel the forward pass.
Action Bar Recovery CAP
Link to New Action Bar Recovery CAP Guide: soccerspirits.freeforums.net/thread/314/guide-action-recovery-players-affected
- Players that are affected by the Action Bar Recovery CAP are discussed in the new guide.
- How the action bar recovery CAP works, is also discussed.
Action Speed CAP & New Player Roles
Link to Guide: soccerspirits.freeforums.net/thread/314/guide-action-recovery-players-affected
Penetration Power Nerf
Link to Guide: soccerspirits.freeforums.net/thread/81/guide-power-works
Reflex & Counterattack Resistance Mechanics Change
Link to Guide: soccerspirits.freeforums.net/thread/316/guide-counterattack-resistance-reflex-work
CO-OP Defense
Link to Guide: soccerspirits.freeforums.net/thread/318/guide-dealing-op-defense
- One of the most talked about and frustrating new mechanics
- It is not as bad as it is if the bugs are fixed.
- It is overall a good nerf to OHKO that many people asked for.
Except that everyone forgot to say they only want it for PvP
HP Debuff/Reduction
By ZeroKuno: https://www.reddit.com/r/soccerspirits/comments/4b0pv9/psa_mariels_erosion_now_does_max_hp_based_off_of/
- Before Patch:
HP Debuff/Reduction will work on the final buffed HP of the target - After Patch:
HP Debuff/Reduction will work only on the base HP of the target - PvE
Mariel erosion skill no longer work in PvE, no longer work on the final buffed HP of players in PvE content.
This is the list of all the important changes post-patch:
- Removal of Level 60 Borders Frame
(Negative) - *Season 2 Legend EE
(Neutral) - *Club Match + Club System change
(Positive) - Draw System
(Positive) - Auto Stone Power Up
(Positive) - Active Block System
(Negative) - Forward Pass System
(Subjective/Neutral) - *Recall System Change
(Negative) - Lodgings UI change
(Negative) - Next Match Function for CoD
(Negative) - *Action Bar Recovery Cap
(Subjective/Neutral) - *Action Speed Cap
(Subjective/Neutral) - *Penetration Power Effects Nerf
(Subjective/Neutral) - New GK role and everyone role change
(Subjective/Neutral) - *CA mechanics change & player CA passives nerfed
(Subjective/Neutral) - *Co-op defense
(Subjective/Neutral) - HP Debuff/Reduction Nerf
(Subjective/Neutral) - *PvP heal nerf reversal
(Subjective/Neutral)
Feel free to let me know if anything important is missed out +)